Posts: 7

I've been having trouble with this the entire time I've been working on my current game (tentatively named 'Tyche' pronounced like 'psyche'). Since I wrote the sound positioning engine, my strategy has been to apply reverb to sounds that come from behind the player. Unfortunately though I have no good way to tell whether this is effective.

What have you guys done to make this work? Is there some kind of math I can apply to this? I've heard of HRTFs but I'm not sure how to implement them.

Check out Libaudioverse. It's in the pip repositories, and you can find the readme here:https://www.github.com/camlorn/libaudioverseThis basically does hrtf binaural sound positioning for you and is what you probably want to use.

[[wow]], that library looks like it's come a long way since I last looked at it. I will probably end up using it in a future project, though since this is also a school project for me I am going to make my best attempt at finishing this engine. Mainly for the learning value but also since... if it 'pans' out (hehe puns) then having multiple options is always good. Though since the people working on libaudioverse have a better idea of what they're doing, this probably won't be quite to par.

Another reason for me to use the one I've worked on, though, is that I understand what's going on with the code base since I wrote it and understand it, and since whether libaudioverse works or doesn't work is largely out of my hands (and I have a deadline in June), right now it's better for me to use something I can fix myself. But I can be hopeful, maybe this sound engine will be useful outside of the scope of this project... lol

OK. Two more possibilities.If you have filters, you can add a subtle lowpass filter to filter out the highs if a sound is behind you.This is probably as far from a good solution as you can get, but if you have the option of inverting a sound, inverting one channel will put the sound out of phase and make it seem like the sound is behind you. If you don't have the option, you can still do this manually and add it as a separate sound.